🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

WitchwyrdCreature 6


Uncommon​Medium​Humanoid​
Source Pathfinder Monster Core 2
Perception +12 (darkvision)
Languages Common, Draconic, One Or More Planar Languages, Truespeech
Skills Lore +14, Lore +0, Arcana +16, Athletics +15, Deception +15, Diplomacy +15, Intimidation +15
Str +3, Dex +3, Con +1, Int +4, Wis +3, Cha +5

AC 22; Fort +13; Reflex +13; Will +15;
HP 110
Speed 25 feet
Resistances Force 5

Fist One Action +15 (+11, +7) to hit (agile, nonlethal) 1d6+6 Bludgeoning
Ranseur One Action +16 (+11, +6) to hit (disarm, magical, reach 10) 1d10+6 Piercing

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Absorb Force Reaction (arcane, force)

Frequency once per round

Trigger A force barrage or Force Dart (see below) is fired at the witchwyrd, and the witchwyrd is aware of it and has a free hand


Effect The witchwyrd "catches" one force projectile, absorbing it, preventing the damage, and causing that hand to glow while it holds this energy. A hand that's holding energy can't be used for any other purpose except to use Force Dart. The energy lasts for 1 minute or until it's released.

Force Dart One Action (arcane, force)

1 to 3

The witchwyrd fires one dart of force per action spent (dealing (1d4+1) force damage each). They can't spend more actions on this ability than they have free hands. If they use a hand that has Absorbed Force, that hand hurls two darts instead of one, expending the held energy.

Grab One Action

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.


Arcane Innate Spells (DC 23, +15 to hit)

Cantrips (3rd Level): Detect Magic
1st Level: Carryall (At Will), Phantasmal Minion (At Will)
2nd Level: Blur, Dispel Magic, Resist Energy
4th Level: Suggestion, Translocate
5th Level: Truespeech (Constant)


Witchwyrds conceal most of their faces, leaving only their eyes unmasked. Their inscrutability is a boon to one of their most significant interests—mercantilism—and many haughty witchwyrds openly revel in the befuddlement inspired by their mysterious guises and mannerisms. Witchwyrds have a keen eye for new opportunities and markets, and they almost always know when someone tries to pull one over on them.

These four-armed humanoid creatures have hairless blue-gray skin, are typically 6-1/2 feet tall, and weigh 300 pounds. Their hands have three evenly sized and spaced digits in a tripod-like arrangement. When not trying to blend in with the local community, witchwyrds favor outlandish, loose-fitting clothes in bright reds or yellows and a signature conical hat. They tend to prefer the driest, warmest regions of the lands they visit—perhaps an indicator of their mysterious home world. Witchwyrds are notoriously closemouthed about details of this distant place, and with good reason: most witchwyrds on Golarion have never visited their ancestral home. To these witchwyrds, the notion of a home planet is a constant thorn in their side, and when asked, many choose to ignore the question altogether. Others are so agitated by these queries that they respond with impatience or even violence. Some scholars have theorized a connection between witchwyrds and several other four-armed creatures, but as with questions of their place of origin, witchwyrds have little to say about the topic.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.